summaryrefslogtreecommitdiff
path: root/servers/rendering/renderer_rd/shaders/particles.glsl
blob: 4369bddc837ce4dfe64ca1bf428db3fc86fdaacf (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
#[compute]

#version 450

#VERSION_DEFINES

layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in;

#define SAMPLER_NEAREST_CLAMP 0
#define SAMPLER_LINEAR_CLAMP 1
#define SAMPLER_NEAREST_WITH_MIPMAPS_CLAMP 2
#define SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP 3
#define SAMPLER_NEAREST_WITH_MIPMAPS_ANISOTROPIC_CLAMP 4
#define SAMPLER_LINEAR_WITH_MIPMAPS_ANISOTROPIC_CLAMP 5
#define SAMPLER_NEAREST_REPEAT 6
#define SAMPLER_LINEAR_REPEAT 7
#define SAMPLER_NEAREST_WITH_MIPMAPS_REPEAT 8
#define SAMPLER_LINEAR_WITH_MIPMAPS_REPEAT 9
#define SAMPLER_NEAREST_WITH_MIPMAPS_ANISOTROPIC_REPEAT 10
#define SAMPLER_LINEAR_WITH_MIPMAPS_ANISOTROPIC_REPEAT 11

#define SDF_MAX_LENGTH 16384.0

/* SET 0: GLOBAL DATA */

layout(set = 0, binding = 1) uniform sampler material_samplers[12];

layout(set = 0, binding = 2, std430) restrict readonly buffer GlobalShaderUniformData {
	vec4 data[];
}
global_shader_uniforms;

/* Set 1: FRAME AND PARTICLE DATA */

// a frame history is kept for trail deterministic behavior

#define MAX_ATTRACTORS 32

#define ATTRACTOR_TYPE_SPHERE 0
#define ATTRACTOR_TYPE_BOX 1
#define ATTRACTOR_TYPE_VECTOR_FIELD 2

struct Attractor {
	mat4 transform;
	vec3 extents; //exents or radius
	uint type;
	uint texture_index; //texture index for vector field
	float strength;
	float attenuation;
	float directionality;
};

#define MAX_COLLIDERS 32

#define COLLIDER_TYPE_SPHERE 0
#define COLLIDER_TYPE_BOX 1
#define COLLIDER_TYPE_SDF 2
#define COLLIDER_TYPE_HEIGHT_FIELD 3
#define COLLIDER_TYPE_2D_SDF 4

struct Collider {
	mat4 transform;
	vec3 extents; //exents or radius
	uint type;

	uint texture_index; //texture index for vector field
	float scale;
	uint pad[2];
};

struct FrameParams {
	bool emitting;
	float system_phase;
	float prev_system_phase;
	uint cycle;

	float explosiveness;
	float randomness;
	float time;
	float delta;

	uint frame;
	uint pad0;
	uint pad1;
	uint pad2;

	uint random_seed;
	uint attractor_count;
	uint collider_count;
	float particle_size;

	mat4 emission_transform;

	Attractor attractors[MAX_ATTRACTORS];
	Collider colliders[MAX_COLLIDERS];
};

layout(set = 1, binding = 0, std430) restrict buffer FrameHistory {
	FrameParams data[];
}
frame_history;

#define PARTICLE_FLAG_ACTIVE uint(1)
#define PARTICLE_FLAG_STARTED uint(2)
#define PARTICLE_FLAG_TRAILED uint(4)
#define PARTICLE_FRAME_MASK uint(0xFFFF)
#define PARTICLE_FRAME_SHIFT uint(16)

struct ParticleData {
	mat4 xform;
	vec3 velocity;
	uint flags;
	vec4 color;
	vec4 custom;
#ifdef USERDATA1_USED
	vec4 userdata1;
#endif
#ifdef USERDATA2_USED
	vec4 userdata2;
#endif
#ifdef USERDATA3_USED
	vec4 userdata3;
#endif
#ifdef USERDATA4_USED
	vec4 userdata4;
#endif
#ifdef USERDATA5_USED
	vec4 userdata5;
#endif
#ifdef USERDATA6_USED
	vec4 userdata6;
#endif
};

layout(set = 1, binding = 1, std430) restrict buffer Particles {
	ParticleData data[];
}
particles;

#define EMISSION_FLAG_HAS_POSITION 1
#define EMISSION_FLAG_HAS_ROTATION_SCALE 2
#define EMISSION_FLAG_HAS_VELOCITY 4
#define EMISSION_FLAG_HAS_COLOR 8
#define EMISSION_FLAG_HAS_CUSTOM 16

struct ParticleEmission {
	mat4 xform;
	vec3 velocity;
	uint flags;
	vec4 color;
	vec4 custom;
};

layout(set = 1, binding = 2, std430) restrict buffer SourceEmission {
	int particle_count;
	uint pad0;
	uint pad1;
	uint pad2;
	ParticleEmission data[];
}
src_particles;

layout(set = 1, binding = 3, std430) restrict buffer DestEmission {
	int particle_count;
	int particle_max;
	uint pad1;
	uint pad2;
	ParticleEmission data[];
}
dst_particles;

/* SET 2: COLLIDER/ATTRACTOR TEXTURES */

#define MAX_3D_TEXTURES 7

layout(set = 2, binding = 0) uniform texture3D sdf_vec_textures[MAX_3D_TEXTURES];
layout(set = 2, binding = 1) uniform texture2D height_field_texture;

/* SET 3: MATERIAL */

#ifdef MATERIAL_UNIFORMS_USED
layout(set = 3, binding = 0, std140) uniform MaterialUniforms{

#MATERIAL_UNIFORMS

} material;
#endif

layout(push_constant, std430) uniform Params {
	float lifetime;
	bool clear;
	uint total_particles;
	uint trail_size;
	bool use_fractional_delta;
	bool sub_emitter_mode;
	bool can_emit;
	bool trail_pass;
}
params;

uint hash(uint x) {
	x = ((x >> uint(16)) ^ x) * uint(0x45d9f3b);
	x = ((x >> uint(16)) ^ x) * uint(0x45d9f3b);
	x = (x >> uint(16)) ^ x;
	return x;
}

bool emit_subparticle(mat4 p_xform, vec3 p_velocity, vec4 p_color, vec4 p_custom, uint p_flags) {
	if (!params.can_emit) {
		return false;
	}

	bool valid = false;

	int dst_index = atomicAdd(dst_particles.particle_count, 1);

	if (dst_index >= dst_particles.particle_max) {
		atomicAdd(dst_particles.particle_count, -1);
		return false;
	}

	dst_particles.data[dst_index].xform = p_xform;
	dst_particles.data[dst_index].velocity = p_velocity;
	dst_particles.data[dst_index].color = p_color;
	dst_particles.data[dst_index].custom = p_custom;
	dst_particles.data[dst_index].flags = p_flags;

	return true;
}

vec3 safe_normalize(vec3 direction) {
	const float EPSILON = 0.001;
	if (length(direction) < EPSILON) {
		return vec3(0.0);
	}
	return normalize(direction);
}

#GLOBALS

void main() {
	uint particle = gl_GlobalInvocationID.x;

	if (params.trail_size > 1) {
		if (params.trail_pass) {
			particle += (particle / (params.trail_size - 1)) + 1;
		} else {
			particle *= params.trail_size;
		}
	}

	if (particle >= params.total_particles * params.trail_size) {
		return; //discard
	}

	uint index = particle / params.trail_size;
	uint frame = (particle % params.trail_size);

#define FRAME frame_history.data[frame]
#define PARTICLE particles.data[particle]

	bool apply_forces = true;
	bool apply_velocity = true;
	float local_delta = FRAME.delta;

	float mass = 1.0;

	bool restart = false;

	bool restart_position = false;
	bool restart_rotation_scale = false;
	bool restart_velocity = false;
	bool restart_color = false;
	bool restart_custom = false;

	if (params.clear) {
		PARTICLE.color = vec4(1.0);
		PARTICLE.custom = vec4(0.0);
		PARTICLE.velocity = vec3(0.0);
		PARTICLE.flags = 0;
		PARTICLE.xform = mat4(
				vec4(1.0, 0.0, 0.0, 0.0),
				vec4(0.0, 1.0, 0.0, 0.0),
				vec4(0.0, 0.0, 1.0, 0.0),
				vec4(0.0, 0.0, 0.0, 1.0));
	}

	//clear started flag if set

	if (params.trail_pass) {
		//trail started
		uint src_idx = index * params.trail_size;
		if (bool(particles.data[src_idx].flags & PARTICLE_FLAG_STARTED)) {
			//save start conditions for trails
			PARTICLE.color = particles.data[src_idx].color;
			PARTICLE.custom = particles.data[src_idx].custom;
			PARTICLE.velocity = particles.data[src_idx].velocity;
			PARTICLE.flags = PARTICLE_FLAG_TRAILED | ((frame_history.data[0].frame & PARTICLE_FRAME_MASK) << PARTICLE_FRAME_SHIFT); //mark it as trailed, save in which frame it will start
			PARTICLE.xform = particles.data[src_idx].xform;
		}

		if (bool(PARTICLE.flags & PARTICLE_FLAG_TRAILED) && ((PARTICLE.flags >> PARTICLE_FRAME_SHIFT) == (FRAME.frame & PARTICLE_FRAME_MASK))) { //check this is trailed and see if it should start now
			// we just assume that this is the first frame of the particle, the rest is deterministic
			PARTICLE.flags = PARTICLE_FLAG_ACTIVE | (particles.data[src_idx].flags & (PARTICLE_FRAME_MASK << PARTICLE_FRAME_SHIFT));
			return; //- this appears like it should be correct, but it seems not to be.. wonder why.
		}
	} else {
		PARTICLE.flags &= ~PARTICLE_FLAG_STARTED;
	}

	bool collided = false;
	vec3 collision_normal = vec3(0.0);
	float collision_depth = 0.0;

	vec3 attractor_force = vec3(0.0);

#if !defined(DISABLE_VELOCITY)

	if (bool(PARTICLE.flags & PARTICLE_FLAG_ACTIVE)) {
		PARTICLE.xform[3].xyz += PARTICLE.velocity * local_delta;
	}
#endif

	if (!params.trail_pass && params.sub_emitter_mode) {
		if (!bool(PARTICLE.flags & PARTICLE_FLAG_ACTIVE)) {
			int src_index = atomicAdd(src_particles.particle_count, -1) - 1;

			if (src_index >= 0) {
				PARTICLE.flags = (PARTICLE_FLAG_ACTIVE | PARTICLE_FLAG_STARTED | (FRAME.cycle << PARTICLE_FRAME_SHIFT));
				restart = true;

				if (bool(src_particles.data[src_index].flags & EMISSION_FLAG_HAS_POSITION)) {
					PARTICLE.xform[3] = src_particles.data[src_index].xform[3];
				} else {
					PARTICLE.xform[3] = vec4(0, 0, 0, 1);
					restart_position = true;
				}
				if (bool(src_particles.data[src_index].flags & EMISSION_FLAG_HAS_ROTATION_SCALE)) {
					PARTICLE.xform[0] = src_particles.data[src_index].xform[0];
					PARTICLE.xform[1] = src_particles.data[src_index].xform[1];
					PARTICLE.xform[2] = src_particles.data[src_index].xform[2];
				} else {
					PARTICLE.xform[0] = vec4(1, 0, 0, 0);
					PARTICLE.xform[1] = vec4(0, 1, 0, 0);
					PARTICLE.xform[2] = vec4(0, 0, 1, 0);
					restart_rotation_scale = true;
				}
				if (bool(src_particles.data[src_index].flags & EMISSION_FLAG_HAS_VELOCITY)) {
					PARTICLE.velocity = src_particles.data[src_index].velocity;
				} else {
					PARTICLE.velocity = vec3(0);
					restart_velocity = true;
				}
				if (bool(src_particles.data[src_index].flags & EMISSION_FLAG_HAS_COLOR)) {
					PARTICLE.color = src_particles.data[src_index].color;
				} else {
					PARTICLE.color = vec4(1);
					restart_color = true;
				}

				if (bool(src_particles.data[src_index].flags & EMISSION_FLAG_HAS_CUSTOM)) {
					PARTICLE.custom = src_particles.data[src_index].custom;
				} else {
					PARTICLE.custom = vec4(0);
					restart_custom = true;
				}
			}
		}

	} else if (FRAME.emitting) {
		float restart_phase = float(index) / float(params.total_particles);

		if (FRAME.randomness > 0.0) {
			uint seed = FRAME.cycle;
			if (restart_phase >= FRAME.system_phase) {
				seed -= uint(1);
			}
			seed *= uint(params.total_particles);
			seed += uint(index);
			float random = float(hash(seed) % uint(65536)) / 65536.0;
			restart_phase += FRAME.randomness * random * 1.0 / float(params.total_particles);
		}

		restart_phase *= (1.0 - FRAME.explosiveness);

		if (FRAME.system_phase > FRAME.prev_system_phase) {
			// restart_phase >= prev_system_phase is used so particles emit in the first frame they are processed

			if (restart_phase >= FRAME.prev_system_phase && restart_phase < FRAME.system_phase) {
				restart = true;
				if (params.use_fractional_delta) {
					local_delta = (FRAME.system_phase - restart_phase) * params.lifetime;
				}
			}

		} else if (FRAME.delta > 0.0) {
			if (restart_phase >= FRAME.prev_system_phase) {
				restart = true;
				if (params.use_fractional_delta) {
					local_delta = (1.0 - restart_phase + FRAME.system_phase) * params.lifetime;
				}

			} else if (restart_phase < FRAME.system_phase) {
				restart = true;
				if (params.use_fractional_delta) {
					local_delta = (FRAME.system_phase - restart_phase) * params.lifetime;
				}
			}
		}

		if (params.trail_pass) {
			restart = false;
		}

		if (restart) {
			PARTICLE.flags = FRAME.emitting ? (PARTICLE_FLAG_ACTIVE | PARTICLE_FLAG_STARTED | (FRAME.cycle << PARTICLE_FRAME_SHIFT)) : 0;
			restart_position = true;
			restart_rotation_scale = true;
			restart_velocity = true;
			restart_color = true;
			restart_custom = true;
		}
	}

	bool particle_active = bool(PARTICLE.flags & PARTICLE_FLAG_ACTIVE);

	uint particle_number = (PARTICLE.flags >> PARTICLE_FRAME_SHIFT) * uint(params.total_particles) + index;

	if (restart && particle_active) {
#CODE : START
	}

	if (particle_active) {
		for (uint i = 0; i < FRAME.attractor_count; i++) {
			vec3 dir;
			float amount;
			vec3 rel_vec = PARTICLE.xform[3].xyz - FRAME.attractors[i].transform[3].xyz;
			vec3 local_pos = rel_vec * mat3(FRAME.attractors[i].transform);

			switch (FRAME.attractors[i].type) {
				case ATTRACTOR_TYPE_SPHERE: {
					dir = safe_normalize(rel_vec);
					float d = length(local_pos) / FRAME.attractors[i].extents.x;
					if (d > 1.0) {
						continue;
					}
					amount = max(0.0, 1.0 - d);
				} break;
				case ATTRACTOR_TYPE_BOX: {
					dir = safe_normalize(rel_vec);

					vec3 abs_pos = abs(local_pos / FRAME.attractors[i].extents);
					float d = max(abs_pos.x, max(abs_pos.y, abs_pos.z));
					if (d > 1.0) {
						continue;
					}
					amount = max(0.0, 1.0 - d);

				} break;
				case ATTRACTOR_TYPE_VECTOR_FIELD: {
					vec3 uvw_pos = (local_pos / FRAME.attractors[i].extents) * 2.0 - 1.0;
					if (any(lessThan(uvw_pos, vec3(0.0))) || any(greaterThan(uvw_pos, vec3(1.0)))) {
						continue;
					}
					vec3 s = texture(sampler3D(sdf_vec_textures[FRAME.attractors[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos).xyz;
					dir = mat3(FRAME.attractors[i].transform) * safe_normalize(s); //revert direction
					amount = length(s);

				} break;
			}
			amount = pow(amount, FRAME.attractors[i].attenuation);
			dir = safe_normalize(mix(dir, FRAME.attractors[i].transform[2].xyz, FRAME.attractors[i].directionality));
			attractor_force -= amount * dir * FRAME.attractors[i].strength;
		}

		float particle_size = FRAME.particle_size;

#ifdef USE_COLLISON_SCALE

		particle_size *= dot(vec3(length(PARTICLE.xform[0].xyz), length(PARTICLE.xform[1].xyz), length(PARTICLE.xform[2].xyz)), vec3(0.33333333333));

#endif

		if (FRAME.collider_count == 1 && FRAME.colliders[0].type == COLLIDER_TYPE_2D_SDF) {
			//2D collision

			vec2 pos = PARTICLE.xform[3].xy;
			vec4 to_sdf_x = FRAME.colliders[0].transform[0];
			vec4 to_sdf_y = FRAME.colliders[0].transform[1];
			vec2 sdf_pos = vec2(dot(vec4(pos, 0, 1), to_sdf_x), dot(vec4(pos, 0, 1), to_sdf_y));

			vec4 sdf_to_screen = vec4(FRAME.colliders[0].extents, FRAME.colliders[0].scale);

			vec2 uv_pos = sdf_pos * sdf_to_screen.xy + sdf_to_screen.zw;

			if (all(greaterThan(uv_pos, vec2(0.0))) && all(lessThan(uv_pos, vec2(1.0)))) {
				vec2 pos2 = pos + vec2(0, particle_size);
				vec2 sdf_pos2 = vec2(dot(vec4(pos2, 0, 1), to_sdf_x), dot(vec4(pos2, 0, 1), to_sdf_y));
				float sdf_particle_size = distance(sdf_pos, sdf_pos2);

				float d = texture(sampler2D(height_field_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), uv_pos).r * SDF_MAX_LENGTH;

				d -= sdf_particle_size;

				if (d < 0.0) {
					const float EPSILON = 0.001;
					vec2 n = normalize(vec2(
							texture(sampler2D(height_field_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), uv_pos + vec2(EPSILON, 0.0)).r - texture(sampler2D(height_field_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), uv_pos - vec2(EPSILON, 0.0)).r,
							texture(sampler2D(height_field_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), uv_pos + vec2(0.0, EPSILON)).r - texture(sampler2D(height_field_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), uv_pos - vec2(0.0, EPSILON)).r));

					collided = true;
					sdf_pos2 = sdf_pos + n * d;
					pos2 = vec2(dot(vec4(sdf_pos2, 0, 1), FRAME.colliders[0].transform[2]), dot(vec4(sdf_pos2, 0, 1), FRAME.colliders[0].transform[3]));

					n = pos - pos2;

					collision_normal = normalize(vec3(n, 0.0));
					collision_depth = length(n);
				}
			}

		} else {
			for (uint i = 0; i < FRAME.collider_count; i++) {
				vec3 normal;
				float depth;
				bool col = false;

				vec3 rel_vec = PARTICLE.xform[3].xyz - FRAME.colliders[i].transform[3].xyz;
				vec3 local_pos = rel_vec * mat3(FRAME.colliders[i].transform);

				switch (FRAME.colliders[i].type) {
					case COLLIDER_TYPE_SPHERE: {
						float d = length(rel_vec) - (particle_size + FRAME.colliders[i].extents.x);

						if (d < 0.0) {
							col = true;
							depth = -d;
							normal = normalize(rel_vec);
						}

					} break;
					case COLLIDER_TYPE_BOX: {
						vec3 abs_pos = abs(local_pos);
						vec3 sgn_pos = sign(local_pos);

						if (any(greaterThan(abs_pos, FRAME.colliders[i].extents))) {
							//point outside box

							vec3 closest = min(abs_pos, FRAME.colliders[i].extents);
							vec3 rel = abs_pos - closest;
							depth = length(rel) - particle_size;
							if (depth < 0.0) {
								col = true;
								normal = mat3(FRAME.colliders[i].transform) * (normalize(rel) * sgn_pos);
								depth = -depth;
							}
						} else {
							//point inside box
							vec3 axis_len = FRAME.colliders[i].extents - abs_pos;
							// there has to be a faster way to do this?
							if (all(lessThan(axis_len.xx, axis_len.yz))) {
								normal = vec3(1, 0, 0);
							} else if (all(lessThan(axis_len.yy, axis_len.xz))) {
								normal = vec3(0, 1, 0);
							} else {
								normal = vec3(0, 0, 1);
							}

							col = true;
							depth = dot(normal * axis_len, vec3(1)) + particle_size;
							normal = mat3(FRAME.colliders[i].transform) * (normal * sgn_pos);
						}

					} break;
					case COLLIDER_TYPE_SDF: {
						vec3 apos = abs(local_pos);
						float extra_dist = 0.0;
						if (any(greaterThan(apos, FRAME.colliders[i].extents))) { //outside
							vec3 mpos = min(apos, FRAME.colliders[i].extents);
							extra_dist = distance(mpos, apos);
						}

						if (extra_dist > particle_size) {
							continue;
						}

						vec3 uvw_pos = (local_pos / FRAME.colliders[i].extents) * 0.5 + 0.5;
						float s = texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos).r;
						s *= FRAME.colliders[i].scale;
						s += extra_dist;
						if (s < particle_size) {
							col = true;
							depth = particle_size - s;
							const float EPSILON = 0.001;
							normal = mat3(FRAME.colliders[i].transform) *
									normalize(
											vec3(
													texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos + vec3(EPSILON, 0.0, 0.0)).r - texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos - vec3(EPSILON, 0.0, 0.0)).r,
													texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos + vec3(0.0, EPSILON, 0.0)).r - texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos - vec3(0.0, EPSILON, 0.0)).r,
													texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos + vec3(0.0, 0.0, EPSILON)).r - texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos - vec3(0.0, 0.0, EPSILON)).r));
						}

					} break;
					case COLLIDER_TYPE_HEIGHT_FIELD: {
						vec3 local_pos_bottom = local_pos;
						local_pos_bottom.y -= particle_size;

						if (any(greaterThan(abs(local_pos_bottom), FRAME.colliders[i].extents))) {
							continue;
						}
						const float DELTA = 1.0 / 8192.0;

						vec3 uvw_pos = vec3(local_pos_bottom / FRAME.colliders[i].extents) * 0.5 + 0.5;

						float y = 1.0 - texture(sampler2D(height_field_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos.xz).r;

						if (y > uvw_pos.y) {
							//inside heightfield

							vec3 pos1 = (vec3(uvw_pos.x, y, uvw_pos.z) * 2.0 - 1.0) * FRAME.colliders[i].extents;
							vec3 pos2 = (vec3(uvw_pos.x + DELTA, 1.0 - texture(sampler2D(height_field_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos.xz + vec2(DELTA, 0)).r, uvw_pos.z) * 2.0 - 1.0) * FRAME.colliders[i].extents;
							vec3 pos3 = (vec3(uvw_pos.x, 1.0 - texture(sampler2D(height_field_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos.xz + vec2(0, DELTA)).r, uvw_pos.z + DELTA) * 2.0 - 1.0) * FRAME.colliders[i].extents;

							normal = normalize(cross(pos1 - pos2, pos1 - pos3));
							float local_y = (vec3(local_pos / FRAME.colliders[i].extents) * 0.5 + 0.5).y;

							col = true;
							depth = dot(normal, pos1) - dot(normal, local_pos_bottom);
						}

					} break;
				}

				if (col) {
					if (!collided) {
						collided = true;
						collision_normal = normal;
						collision_depth = depth;
					} else {
						vec3 c = collision_normal * collision_depth;
						c += normal * max(0.0, depth - dot(normal, c));
						collision_normal = normalize(c);
						collision_depth = length(c);
					}
				}
			}
		}
	}

	if (particle_active) {
#CODE : PROCESS
	}

	PARTICLE.flags &= ~PARTICLE_FLAG_ACTIVE;
	if (particle_active) {
		PARTICLE.flags |= PARTICLE_FLAG_ACTIVE;
	}
}